1 / 58

General-Purpose Computation on Graphics Hardware

General-Purpose Computation on Graphics Hardware. David Luebke University of Virginia. Course Introduction. The GPU on commodity video cards has evolved into an extremely flexible and powerful processor Programmability Precision Power

Download Presentation

General-Purpose Computation on Graphics Hardware

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. General-Purpose Computation on Graphics Hardware David Luebke University of Virginia

  2. Course Introduction • The GPU on commodity video cards has evolved into an extremely flexible and powerful processor • Programmability • Precision • Power • We are interested in how to harness that power for general-purpose computation

  3. Motivation: Computational Power • GPUs are fast… • 3 GHz Pentium4 theoretical: 6 GFLOPS, 5.96 GB/sec peak • GeForceFX 5900 observed: 20 GFLOPS, 25.3 GB/sec peak • GeForce 6800 Ultra observed: 53 GFLOPS, 35.2 GB/sec peak • GeForce 8800 GTX: estimated at 520 GFLOPS, 86.4 GB/sec peak (reference here) • That’s almost 100 times faster than a 3 Ghz Pentium4! • GPUs are getting faster, faster • CPUs: annual growth  1.5× decade growth  60× • GPUs: annual growth > 2.0× decade growth > 1000 Courtesy Kurt Akeley,Ian Buck & Tim Purcell, GPU Gems (see course notes)

  4. Motivation:Computational Power GPU CPU Courtesy Naga Govindaraju

  5. Motivation:Computational Power GPU multiplies per second NVIDIA NV30, 35, 40 ATI R300, 360, 420 GFLOPS Pentium 4 July 01 Jan 02 July 02 Jan 03 July 03 Jan 04 Courtesy Ian Buck

  6. An Aside: Computational Power • Why are GPUs getting faster so fast? • Arithmetic intensity: the specialized nature of GPUs makes it easier to use additional transistors for computation not cache • Economics: multi-billion dollar video game market is a pressure cooker that drives innovation

  7. Motivation:Flexible and precise • Modern GPUs are deeply programmable • Programmable pixel, vertex, video engines • Solidifying high-level language support • Modern GPUs support high precision • 32 bit floating point throughout the pipeline • High enough for many (not all) applications

  8. Motivation:The Potential of GPGPU • The power and flexibility of GPUs makes them an attractive platform for general-purpose computation • Example applications range from in-game physics simulation to conventional computational science • Goal: make the inexpensive power of the GPU available to developers as a sort of computational coprocessor

  9. The Problem:Difficult To Use • GPUs designed for and driven by video games • Programming model is unusual & tied to computer graphics • Programming environment is tightly constrained • Underlying architectures are: • Inherently parallel • Rapidly evolving (even in basic feature set!) • Largely secret • Can’t simply “port” code written for the CPU!

  10. GPU Fundamentals:The Graphics Pipeline • A simplified graphics pipeline • Note that pipe widths vary • Many caches, FIFOs, and so on not shown CPU GPU Graphics State Application Transform Rasterizer Shade VideoMemory(Textures) Vertices(3D) Xformed,LitVertices(2D) Fragments(pre-pixels) Finalpixels(Color, Depth) Render-to-texture

  11. Programmable vertex processor! Programmable pixel processor! GPU Fundamentals:The Modern Graphics Pipeline CPU GPU Graphics State VertexProcessor FragmentProcessor Application VertexProcessor Rasterizer PixelProcessor VideoMemory(Textures) Vertices(3D) Xformed,LitVertices(2D) Fragments(pre-pixels) Finalpixels(Color, Depth) Render-to-texture

  12. GPU Pipeline: Transform • Vertex Processor (multiple operate in parallel) • Transform from “world space” to “image space” • Compute per-vertex lighting

  13. GPU Pipeline: Rasterizer • Rasterizer • Convert geometric rep. (vertex) to image rep. (fragment) • Fragment = image fragment • Pixel + associated data: color, depth, stencil, etc. • Interpolate per-vertex quantities across pixels

  14. GPU Pipeline: Shade • Fragment Processors (multiple in parallel) • Compute a color for each pixel • Optionally read colors from textures (images)

  15. Importance of Data Parallelism • GPU: Each vertex / fragment is independent • Temporary registers are zeroed • No static data • No read-modify-write buffers • Data parallel processing • Best for ALU-heavy architectures: GPUs • Multiple vertex & pixel pipelines • Hide memory latency (with more computation) Courtesy of Ian Buck

  16. Arithmetic Intensity • Lots of ops per word transferred • GPGPU demands high arithmetic intensity for peak performance • Ex: solving systems of linear equations • Physically-based simulation on lattices • All-pairs shortest paths Courtesy of Pat Hanrahan

  17. Data Streams & Kernels • Streams • Collection of records requiring similar computation • Vertex positions, Voxels, FEM cells, etc. • Provide data parallelism • Kernels • Functions applied to each element in stream • Transforms, PDE, … • No dependencies between stream elements • Encourage high arithmetic intensity Courtesy of Ian Buck

  18. Example: Simulation Grid • Common GPGPU computation style • Textures represent computational grids = streams • Many computations map to grids • Matrix algebra • Image & Volume processing • Physical simulation • Global Illumination • ray tracing, photon mapping, radiosity • Non-grid streams can be mapped to grids

  19. Stream Computation • Grid Simulation algorithm • Made up of steps • Each step updates entire grid • Must complete before next step can begin • Grid is a stream, steps are kernels • Kernel applied to each stream element

  20. Scatter vs. Gather • Grid communication • Grid cells share information

  21. Computational Resources Inventory • Programmable parallel processors • Vertex & Fragment pipelines • Rasterizer • Mostly useful for interpolating addresses (texture coordinates) and per-vertex constants • Texture unit • Read-only memory interface • Render to texture • Write-only memory interface

  22. Vertex Processor • Fully programmable (SIMD / MIMD) • Processes 4-vectors (RGBA / XYZW) • Capable of scatter but not gather • Can change the location of current vertex • Cannot read info from other vertices • Can only read a small constant memory • Future hardware enables gather! • Vertex textures

  23. Fragment Processor • Fully programmable (SIMD) • Processes 4-vectors (RGBA / XYZW) • Random access memory read (textures) • Capable of gather but not scatter • No random access memory writes • Output address fixed to a specific pixel • Typically more useful than vertex processor • More fragment pipelines than vertex pipelines • RAM read • Direct output

  24. CPU-GPU Analogies • CPU programming is familiar • GPU programming is graphics-centric • Analogies can aid understanding

  25. CPU-GPU Analogies CPU GPU Stream / Data Array = Texture Memory Read = Texture Sample

  26. CPU-GPU Analogies Loop body / kernel / algorithm step = Fragment Program CPU GPU

  27. Feedback • Each algorithm step depend on the results of previous steps • Each time step depends on the results of the previous time step

  28. CPU-GPU Analogies . . . Grid[i][j]= x; . . . Array Write = Render to Texture CPU GPU

  29. GPU Simulation Overview • Analogies lead to implementation • Algorithm steps are fragment programs • Computational “kernels” • Current state variables stored in textures • Feedback via render to texture • One question: how do we invoke computation?

  30. Invoking Computation • Must invoke computation at each pixel • Just draw geometry! • Most common GPGPU invocation is a full-screen quad

  31. Typical “Grid” Computation • Initialize “view” (so that pixels:texels::1:1) glMatrixMode(GL_MODELVIEW);glLoadIdentity();glMatrixMode(GL_PROJECTION);glLoadIdentity();glOrtho(0, 1, 0, 1, 0, 1);glViewport(0, 0, outTexResX, outTexResY); • For each algorithm step: • Activate render-to-texture • Setup input textures, fragment program • Draw a full-screen quad (1x1)

  32. Branching Techniques • Fragment program branches can be expensive • No true fragment branching on NV3X & R3X0 • Better to move decisions up the pipeline • Replace with math • Occlusion Query • Domain decomposition • Z-cull • Pre-computation

  33. Branching with OQ • Use it for iteration termination Do { // outer loop on CPU BeginOcclusionQuery { // Render with fragment program that // discards fragments that satisfy // termination criteria } EndQuery } While query returns > 0 • Can be used for subdivision techniques • Demo later

  34. Domain Decomposition • Avoid branches where outcome is fixed • One region is always true, another false • Separate FPs for each region, no branches • Example: boundaries

  35. Z-Cull • In early pass, modify depth buffer • Write depth=0 for pixels that should not be modified by later passes • Write depth=1 for rest • Subsequent passes • Enable depth test (GL_LESS) • Draw full-screen quad at z=0.5 • Only pixels with previous depth=1 will be processed • Can also use early stencil test • Not available on NV3X • Depth replace disables ZCull

  36. Pre-computation • Pre-compute anything that will not change every iteration! • Example: arbitrary boundaries • When user draws boundaries, compute texture containing boundary info for cells • Reuse that texture until boundaries modified • Combine with Z-cull for higher performance!

  37. High-level Shading Languages • Cg, HLSL, & GLSlang • Cg: • http://www.nvidia.com/cg • HLSL: • http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/highlevellanguageshaders.asp • GLSlang: • http://www.3dlabs.com/support/developer/ogl2/whitepapers/index.html …. MULR R0.xyz, R0.xxx, R4.xyxx; MOVR R5.xyz, -R0.xyzz; DP3R R3.x, R0.xyzz, R3.xyzz; … float3 cPlastic = Cd * (cAmbi + cDiff) + Cs*cSpec

  38. GPGPU Languages • Why do we want them? • Make programming GPUs easier! • Don’t need to know OpenGL, DirectX, or ATI/NV extensions • Simplify common operations • Focus on the algorithm, not on the implementation • Sh • University of Waterloo • http://libsh.sourceforge.net • http://www.cgl.uwaterloo.ca • Brook • Stanford University • http://brook.sourceforge.net • http://graphics.stanford.edu

  39. Brook: general purpose streaming language • stream programming model • enforce data parallel computing • streams • encourage arithmetic intensity • kernels • C with stream extensions • GPU = streaming coprocessor

  40. .br Brook source files brcc source to source compiler brt Brook run-time library system outline

  41. Brook languagestreams • streams • collection of records requiring similar computation • particle positions, voxels, FEM cell, … float3 positions<200>; float3 velocityfield<100,100,100>; • similar to arrays, but… • index operations disallowed: position[i] • read/write stream operators streamRead (positions, p_ptr); streamWrite (velocityfield, v_ptr); • encourage data parallelism

  42. Brook languagekernels • kernels • functions applied to streams • similar to for_all construct kernel void foo (float a<>, float b<>, out float result<>) { result = a + b; } float a<100>; float b<100>; float c<100>; foo(a,b,c); for (i=0; i<100; i++) c[i] = a[i]+b[i];

  43. Brook languagekernels • kernels • functions applied to streams • similar to for_all construct kernel void foo (float a<>, float b<>, out float result<>) { result = a + b; } • no dependencies between stream elements • encourage high arithmetic intensity

  44. Brook languagekernels • kernels arguments • input/output streams • constant parameters • gather streams • iterator streams kernel void foo (float a<>, float b<>, float t, float array[], iter float n<>, out float result<>) { result = array[a] + t*b + n; } float a<100>; float b<100>; float c<100>; float array<25> iter float n<100> = iter(0, 10); foo(a,b,3.2f,array,n,c);

  45. Brook languagekernels • ray triangle intersection kernel void krnIntersectTriangle(Ray ray<>, Triangle tris[], RayState oldraystate<>, GridTrilist trilist[], out Hit candidatehit<>) { float idx, det, inv_det; float3 edge1, edge2, pvec, tvec, qvec; if(oldraystate.state.y > 0) { idx = trilist[oldraystate.state.w].trinum; edge1 = tris[idx].v1 - tris[idx].v0; edge2 = tris[idx].v2 - tris[idx].v0; pvec = cross(ray.d, edge2); det = dot(edge1, pvec); inv_det = 1.0f/det; tvec = ray.o - tris[idx].v0; candidatehit.data.y = dot( tvec, pvec ) * inv_det; qvec = cross( tvec, edge1 ); candidatehit.data.z = dot( ray.d, qvec ) * inv_det; candidatehit.data.x = dot( edge2, qvec ) * inv_det; candidatehit.data.w = idx; } else { candidatehit.data = float4(0,0,0,-1); } }

  46. Brook languagereductions • reductions • compute single value from a stream reduce void sum (float a<>, reduce float r<>) r += a; } float a<100>; float r; sum(a,r); r = a[0]; for (int i=1; i<100; i++) r += a[i];

  47. Brook languagereductions • reductions • associative operations only (a+b)+c = a+(b+c) • sum, multiply, max, min, OR, AND, XOR • matrix multiply

  48. Brook languagereductions • multi-dimension reductions • stream “shape” differences resolved by reduce function reduce void sum (float a<>, reduce float r<>) r += a; } float a<20>; float r<5>; sum(a,r); for (int i=0; i<5; i++) r[i] = a[i*4]; for (int j=1; j<4; j++) r[i] += a[i*4 + j];

  49. Brook languagestream repeat & stride • kernel arguments of different shape • resolved by repeat and stride kernel void foo (float a<>, float b<>, out float result<>); float a<20>; float b<5>; float c<10>; foo(a,b,c); foo(a[0], b[0], c[0]) foo(a[2], b[0], c[1]) foo(a[4], b[1], c[2]) foo(a[6], b[1], c[3]) foo(a[8], b[2], c[4]) foo(a[10], b[2], c[5]) foo(a[12], b[3], c[6]) foo(a[14], b[3], c[7]) foo(a[16], b[4], c[8]) foo(a[18], b[4], c[9])

  50. Brook languagematrix vector multiply kernel void mul (float a<>, float b<>, out float result<>) { result = a*b; } reduce void sum (float a<>, reduce float result<>) { result += a; } float matrix<20,10>; float vector<1, 10>; float tempmv<20,10>; float result<20, 1>; mul(matrix,vector,tempmv); sum(tempmv,result); M T V = V V

More Related